Onyx, the Barbarian Onyx is a member of the Stone Mountain Tribe to the north. She wears a pendant of her namesake around her neck, and carries a magnificent axe. After being wounded and left for dead when her Tribe was ambushed, she is traveling the world with her rescuer. Once she makes a name for herself, she will return to her Tribe covered in glory, with many tales of the land beyond the mountains. Stats: Str 15 (19) (+2) (+2 rage) Dex 14 (+2) Con 14 (18) (+2) (+2 rage) Int 10 (+0) Wis 12 (+1) Cha 12 (+1) HP: 49 (12+2, 7+2, 10+2, 12+2) (+8 rage) Skills: Balance 4 (2) (+2/Dex) Climb 7(9) (5) (+2/Str) (+2 rage) Handle Animl 5 (4) (+1/Cha) Intimidate 8 (7) (+1/Cha) Jump 7(9) (5) (+2/Str) (+2 rage) Ride 7 (5) (+2/Dex) Listen 6 (5) (+1/Wis) Initiative: 6 (+2/Dex, +4/Improved Initiative) Axe attack: +8 (+10) (+2/Str, +4/Brbn, +1 Weapon Focus, +1 magic, +2 rage) Damage: d12+3 (+5) (+1/magic, +2/Str, +2/Rage) Critical: 3d12+9, 3d12+15 Bow attack: +6 (+2/Dex, +4/Brbrn) Damage: 1d8 110 ft. Longbow, composite Critical: 3d8 AC: 16 (+2/Dex, +4/Armor, +10/base) (+1 gauntlets, studded leather +3, which reduces skill checks requiring movement by 1) Saves: Fortitude 8 (10) (+4/Brbn, +2/Con, +2/Cloak) (+2) Reflex 5 (+1/Brbn, +2/Dex, +2/Cloak) Will 4 (6) (+1/Brbn, +1/Wis, +2/Cloak) (+2) Feats: Quick Draw The character can draw a weapon as a free action instead of as a move-equivalent action. Weapon Focus The character adds +1 to all attack rolls the character makes using the selected weapon. Improved Initiative The character gets a +4 bonus on initiative checks. Barbarian abilities: (Rage 2/day, Fast Movement, Uncanny Dodge) Fast Movement: The barbarian has a speed faster than the norm for his race by +10 feet when wearing no armor, light armor, or medium armor (and not carrying a heavy load). Uncanny Dodge: retains her Dexterity bonus to AC (if any) if caught flat-footed or struck by an invisible attacker. Barbarian Rage: Duration: 7 rounds (base 3 + +4/new Con) +4 Strength +4 Con (increases the barbarian's hit points by 2 points per level for the rage duration) +2 morale bonus on Will saves +2 AC Cannot use skills or abilities that require patience and concentration (Handle Animal, for Onyx) Can use any feats (there are exceptions, but none apply to Onyx at the moment) Can end voluntarily After: fatigued (+2 to Strength, +2 to Dexterity, can't charge or run) for the duration of that encounter Can only Rage once per encounter. Entering a rage takes no time, but can only be done during an action. Critical Hits: When a natural 20 is rolled, and a hit is scored, roll another attack roll. If the second roll is also a hit, the attack is considered critical. Critical Hits score 3 times the damage, so roll 3dx+3xbonus.